Tag: youme
MAJ Maps 19/03/2009
by ColdFire on mar.19, 2009, under Team Fortress 2
Allez, quelques updates pour garder le rythme
cp_follower passe en beta 6
pl_zig passe en beta 8
pl_halfacre passe en RC2
pl_repository passe en RC2 aussi
enfin, pl_reservoir passe en alpha 1.8
MAJ Maps 2009/02/17
by ColdFire on fév.17, 2009, under Team Fortress 2
pl_hoodoo passe enfin en version finale:
Final released 04/01/09:-
* Improved playerclipping in a few areas.
* Rotated spawn points in Red’s final spawnroom.
* Raised a ceiling in stage 2 to help prevent players getting stuck in it.
Et nous pouvons fêter le retour de tc_meridian en beta 4, avec un HUD CTF qui marche et quelques changements de layout. Slurp.
BETA 4
* Restructured temple area to unify the space, make it less labyrinthian, and allow it to better accomodate
a larger number of players.
* Changed the main route into village from subbay so that it is less of a spamfest chokepoint.
* Removed exit-side railing from subbay intel platform.
* Added sniper rooms to village/subbay round.
* Improved lighting in some of the darker tunnels.
* Removed barrier between ravine bridge and lake during volcano/temple round. Scouts, demomen, and soldier may now jump from one to the other.BETA 3
* Minor visual fixes.
* Prevented engineer buildings from being built directly
on top of the intel in final defense rounds.
* ENABLED CTF HUD!

MAJ Maps 2008/12/01
by ColdFire on déc.01, 2008, under Team Fortress 2
Leave a Comment :control point, cp, cp_observatory, hoodoo, maps, payload, pl, pl_hoodoo, Team Fortress 2, tf2, youme more...Faites chauffer les 28.8!
by ColdFire on oct.19, 2008, under Team Fortress 2
Allez, une petite tournée de maps, avec 2 mises à jour et 2 nouveautés
Côté nouveautés:
cp_observatory_b5, map 3cp mélange de gravel pit pour le système 3 points et de cp_steel pour le principe: prendre A et B pour faciliter la prise de C


pl_ghost_town_a2 encore au stade alpha mais avec un petit train à la place du chariot

Les updates après le break: (continue reading…)
